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Li0n

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Everything posted by Li0n

  1. Thanks for the suggestion Maybe it's possible to change the stock info/line of the right click menu, I'll prefer that other than adding stuff. Instead of showing the "Antenna Rating" I could display the actual power of the antenna and/or the power of the vessel. And replace the "(Combinable)" (or not) by something a bit more descriptive. As for the distance from relay and signal strength those info are already in the right click menu of the pod (I guess because they are about the whole vessel, not just an antenna). It's a good idea but it's not high on my priority list, so don't expect it any time soon
  2. Thanks for the report. Can you give a try a this version : https://github.com/Li0n-0/Antenna-Helper/archive/DEV.zip , it should fix the log spam. Thanks for the clarification, as I said earlier this come from my list of in-flight ship not being populated/updated correctly. This is not something I can easily fix, it need to be rewrite, it's just not solid enough. I guess that anything that change the stat of a relay (docking/undocking to another relay, change its type to relay (or from relay), adding/removing antennas) can cause those kind of issues. Everything should go back to normal if you reload your game from the main menu.
  3. @Gordon Dry Thanks for the report. In the log you send me, I think you recover/destroy a vessel ? I think that's the issue, I maintain a list of all vessel that's first created when entering the space center and updated in flight/tracking station, or it should be... I'll see what I can do about it but it may stay that way until I finish my big rewrite, the list maintenance being one of the reason of the rewrite. As a workaround, if F5/F9 isn't enough, go back to the main menu and reload your game, it should force AH to rebuild the list.
  4. Antenna Helper v1.0.4 is up on GitHub, SpaceDock and CKAN soon : @Wurmi please report how it goes with this version. This is expected, some of the CommNet info I need don't exist right when the scene start.
  5. part.protoModuleCrew.Count if it's not equal to zero then the part is occupied.
  6. Sounds good, will do. Maybe a bit overkill ? But if you want to do it I'm all with it
  7. Thanks for the report, from your log it seems the list of flying vessel/relay created in the space center scene gets deleted. What happen when you go to the editor at first, before going to a flight scene ? That's good to hear, but don't really help to understand what happen in the first place @shachar2like can you try to reinstall the game too ? Thank you very much for taking the time to doing this I'll make a release soon.
  8. "ti" and "taah" are the french convention (I'm french). You're right I'll change it to be more consistent. I like the idea but my concern with it is about the time it take to send a morse message. The default message ("KSP") is already 27.7 seconds long, IMO anything longer will get boring. If you want to play with the timing settings and find something quick enough but still readable that will be awesome Following this idea : what about a list of random, short, message. Something like : "Welcome", "Copy", "Roger", "Busy Signal", "ALIEN SPIDER !!"... etc. It will add some variety and I'll make sure to not include something that make the light blink for half an hour (I don't want to finish my docking manoveur before the message has ended...) Thanks a lot I don't know when I'll have time to review it, probable not before next week.
  9. Got it. I think it's doable. I need to think more about it. But again don't expect it to happen anytime soon. When in docked position ? That's more trouble, for KSP at this point there is only one vessel so in order to keep the two behavior I need to store which lights belongs to which ship. It's doable but I probably need to change the "base logic" of CrewLight, as of now the list of lights is cleared and re-populated when a docking happens.
  10. Not sure what you mean, what do you referring to by "third party parts" ? Lights/cabin from mods ? This is already covered.
  11. @Lisias & @Beetlecat thanks for the suggestion. As for the UI something like this should do : | CabinLight | SunLight | EngineLight | ... --------------------------------------------------------- Landed | on/off/auto | on/off/auto | on/off/auto | Flying | on/off/auto | on/off/auto | on/off/auto | Orbit | on/off/auto | on/off/auto | on/off/auto | ... A way to add/remove light from the Light action group will be necessary too (for the sunLight), add a button to the right-click menu on light, but only visible when the "main" UI is up so it don't clutter the menu. Maybe a system of preset for the option, so you don't need to re-do it for each similar flight. On how to bring the UI I see three solution : add a button to the right click menu of lights/cabin (easy to do but I don't like to clutter those menu if I can avoid it) add a button to the toolbar add a part just for it (that's a nice solution, if someone don't want the extra feature the UI bring just don't use the part, but it involve making a new part...) Unless someone is willing to make me a light controller part I'll go with the toolbar button. Now the not cool part : I don't have the time to do it, at least not in the foreseeable future. I'll make a GitHub issue to keep track of it and if you have more suggestion please share but don't expect to see it in game anytime soon. As free-time goes my priority is to Antenna Helper which need (another) big rewrite. (plus I'm busy being a knight lately ).
  12. I don't have those issue in Antenna Helper (tested on last version recompiled against KSP 1.4.3 dll). The scroll view code start here if you want to have a look.
  13. Yep, the text file name must end with .cfg. It will works only for the big solar panel (if it works at all, I haven't tested). To make it works for others panels, change the "largeSolarPanel" by the name of the panel you want to stop tracking.
  14. A Kerbal solution that don't mention any boosters, that must be a first Give a try at this patch : @PART[largeSolarPanel] { @MODULE[ModuleDeployableSolarPanel] { %isTracking = false } } If it doesn't work you can try to add : "%trackingSpeed = 0.0"
  15. Real Time Clock 2 v1.9 is up on GitHub. SpaceDock and CKAN soon
  16. @VITAS KSP 1.4.3 was released a few days ago, can you add the new tag ?
  17. Send me a screenshot of what you see. You can find your log here : c:/Users/yourUserName/AppData/LocalLow/Squad/Kerbal Space Program/output_log.txt (please zip it before you upload it, I got a small connection...) @shachar2like and @mr. engino please post your list of mods, this issue is most likely related to another mod, comparing your two list will help find which one.
  18. The "empty" file exist just to show the PluginData folder in GitHub, it can't cause any issue and can be deleted if you wish so. For the button not appearing : make sure you didn't disable AH in some scene (check the difficulty settings screen) make sure you don't have any duplicate .dll (AH and toolbarController) try on a stock install, if it works : * send me a log of your modded install and a list of yours mods if it don't : * send me a log of your stock install @shachar2like any news on your side ?
  19. Seems I forgot about this one... Real Time Clock 2 v1.8 is up on GitHub. SpaceDock and CKAN soon Enjoy
  20. The location of the toolbar mod does matter, your GameData folder should look like this : Several mods may require ToolbarControl but it should be installed only once. Make sure you don't have any duplicate (of Antenna Helper or Toolbar Control) in your GameData. If the above don't fix your issue please send me your log, I probably don't have time to troubleshoot this before next week tho. Not sure actually, @Daniel Prates are you still on it ?
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